﻿Shader "hamwj1991/BilateralGaussianFilter" {
	Properties 	{
		_MainTex ("Texture", 2D) = "white" {}
		KernelRadius("KernelRadius", int) = 3
		DeltaR("DeltaR", Range(0, 0.1)) = 0.01
		DeltaD("DeltaD", float) = 1
	}
	SubShader {
		Cull Off
		ZWrite Off
		ZTest NotEqual

		Pass {
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 5.0
			#include "VertexCommon.hlsl"
			#include "BilateralGaussianFilter.hlsl"
			ENDCG
		}
	}
}
